Partially reimplement jump_slowdownenable dvar
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@ -71,6 +71,8 @@ namespace game
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PM_trace_t PM_trace;
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Jump_ClearState_t Jump_ClearState;
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Vec3Normalize_t Vec3Normalize;
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Cmd_ExecuteSingleCommand_t Cmd_ExecuteSingleCommand;
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@ -686,6 +688,8 @@ namespace game
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native::PM_trace = native::PM_trace_t(SELECT_VALUE(0x544BF0, 0x41CEB0, 0x0));
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native::Jump_ClearState = native::Jump_ClearState_t(SELECT_VALUE(0x514CE0, 0x4160F0, 0x0));
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native::Vec3Normalize = native::Vec3Normalize_t(SELECT_VALUE(0x536A20, 0x415EE0, 0x0));
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native::Cmd_ExecuteSingleCommand = native::Cmd_ExecuteSingleCommand_t(
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@ -117,6 +117,9 @@ namespace game
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const Bounds* bounds, int passEntityNum, int contentMask);
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extern PM_trace_t PM_trace;
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typedef void (*Jump_ClearState_t)(playerState_s* ps);
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extern Jump_ClearState_t Jump_ClearState;
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typedef void (*Vec3Normalize_t)(float* v);
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extern Vec3Normalize_t Vec3Normalize;
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@ -154,6 +157,13 @@ namespace game
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constexpr auto ENTITYNUM_NONE = MAX_GENTITIES - 1u;
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extern gentity_s* g_entities;
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// PM Global Definitions & Functions
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constexpr auto JUMP_LAND_SLOWDOWN_TIME = 1800;
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// From Quake III, to match game's assembly
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template <typename T, typename R>
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constexpr auto VectorScale(T v, R s, T out) { out[0] = v[0] * s; out[1] = v[1] * s; out[2] = v[2] * s; }
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namespace mp
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{
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extern client_t* svs_clients;
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@ -784,7 +784,8 @@ namespace game
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int groundEntityNum;
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float vLadderVec[3];
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int jumpTime;
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unsigned char __pad0[0x474];
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float jumpOriginZ;
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unsigned char __pad0[0x470];
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unsigned int perks[0x2];
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unsigned int perkSlots[0x9];
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unsigned char __pad1[0x2DE8];
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@ -6,6 +6,7 @@
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#include "player_movement.hpp"
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const game::native::dvar_t* player_movement::player_sustainAmmo;
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const game::native::dvar_t* player_movement::jump_slowdownEnable;
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const game::native::dvar_t* player_movement::jump_ladderPushVel;
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const game::native::dvar_t* player_movement::jump_height;
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const game::native::dvar_t* player_movement::pm_bounces;
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@ -14,6 +15,10 @@ const game::native::dvar_t* player_movement::pm_playerCollision;
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const game::native::dvar_t* player_movement::pm_rocketJump;
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const game::native::dvar_t* player_movement::pm_elevators;
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DWORD player_movement::bounce_addr;
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DWORD player_movement::dont_bounce_addr;
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DWORD player_movement::push_off_ladder_addr;
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void player_movement::pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
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bool is_alternate, int amount, game::native::PlayerHandIndex hand)
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{
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@ -23,8 +28,6 @@ void player_movement::pm_weapon_use_ammo(game::native::playerState_s* ps, const
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}
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}
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static DWORD bounce_addr = SELECT_VALUE(0x43D91F, 0x424D58, 0x0);
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static DWORD dont_bounce_addr = SELECT_VALUE(0x43D933, 0x424D6C, 0x0);
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__declspec(naked) void player_movement::pm_step_slide_move_stub()
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{
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__asm
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@ -109,7 +112,6 @@ void player_movement::pm_trace_stub(const game::native::pmove_t* pm, game::nativ
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}
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}
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static DWORD push_off_ladder_addr = SELECT_VALUE(0x63EA4C, 0x41686C, 0x0);
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__declspec(naked) void player_movement::jump_push_off_ladder_stub()
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{
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__asm
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@ -123,7 +125,6 @@ __declspec(naked) void player_movement::jump_push_off_ladder_stub()
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}
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}
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static DWORD jump_start_addr = 0x41696F;
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void player_movement::jump_start_stub()
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{
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__asm
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@ -133,7 +134,45 @@ void player_movement::jump_start_stub()
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fld dword ptr [eax + 0xC]
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pop eax
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jmp jump_start_addr
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push 0x41696F
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retn
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}
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}
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void player_movement::jump_apply_slowdown_stub(game::native::playerState_s* ps)
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{
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assert(ps->pm_flags & game::native::PMF_JUMPING);
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auto scale = 1.0f;
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if (ps->pm_time <= game::native::JUMP_LAND_SLOWDOWN_TIME)
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{
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if (ps->pm_time == 0)
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{
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const auto height = ps->jumpOriginZ + 18.0f;
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if (height <= ps->origin[2])
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{
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scale = 0.5f;
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ps->pm_time = 1200;
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}
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else
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{
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scale = 0.65f;
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ps->pm_time = game::native::JUMP_LAND_SLOWDOWN_TIME;
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}
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}
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}
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else
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{
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game::native::Jump_ClearState(ps);
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scale = 0.65f;
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}
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if ((ps->pm_flags & game::native::PMF_DIVING) == 0
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&& player_movement::jump_slowdownEnable->current.enabled)
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{
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game::native::VectorScale(ps->velocity, scale, ps->velocity);
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}
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}
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@ -155,6 +194,15 @@ const game::native::dvar_t* player_movement::dvar_register_jump_ladder_push_vel(
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return player_movement::jump_ladderPushVel;
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}
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const game::native::dvar_t* player_movement::dvar_register_jump_slowdown_enable(const char* dvar_name,
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bool value, unsigned __int16 /*flags*/, const char* description)
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{
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player_movement::jump_slowdownEnable = game::native::Dvar_RegisterBool(dvar_name,
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value, game::native::DVAR_CODINFO, description);
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return player_movement::jump_slowdownEnable;
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}
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const game::native::dvar_t* player_movement::dvar_register_jump_height(const char* dvar_name,
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float value, float min, float max, unsigned __int16 /*flags*/, const char* description)
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{
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@ -171,9 +219,11 @@ void player_movement::patch_mp()
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player_movement::pm_rocketJump = game::native::Dvar_RegisterBool("pm_rocketJump",
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false, game::native::DVAR_CODINFO, "CoD4 rocket jumps");
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// Un-Cheat the dvars
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utils::hook(0x418D9C, &player_movement::dvar_register_player_sustain_ammo, HOOK_CALL).install()->quick();
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utils::hook(0x4160A7, &player_movement::dvar_register_jump_ladder_push_vel, HOOK_CALL).install()->quick();
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utils::hook(0x41602B, &player_movement::dvar_register_jump_height, HOOK_CALL).install()->quick();
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utils::hook(0x416074, &player_movement::dvar_register_jump_slowdown_enable, HOOK_CALL).install()->quick();
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utils::hook(0x42B5DA, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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utils::hook(0x42B2BD, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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@ -199,6 +249,8 @@ void player_movement::patch_mp()
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utils::hook(0x416969, &player_movement::jump_start_stub, HOOK_JUMP).install()->quick(); // Jump_Check
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utils::hook::nop(0x41696E, 1); // Nop skipped opcode
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utils::hook(0x4225CA, &player_movement::jump_apply_slowdown_stub, HOOK_CALL).install()->quick(); // PM_WalkMove
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}
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void player_movement::patch_sp()
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@ -238,6 +290,10 @@ void player_movement::post_load()
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return;
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}
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player_movement::bounce_addr = SELECT_VALUE(0x43D91F, 0x424D58, 0x0);
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player_movement::dont_bounce_addr = SELECT_VALUE(0x43D933, 0x424D6C, 0x0);
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player_movement::push_off_ladder_addr = SELECT_VALUE(0x63EA4C, 0x41686C, 0x0);
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player_movement::pm_bounces = game::native::Dvar_RegisterBool("pm_bounces", false,
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game::native::dvar_flags::DVAR_CODINFO, "CoD4 Bounces");
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player_movement::pm_playerCollision = game::native::Dvar_RegisterBool("pm_playerCollision",
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@ -8,6 +8,7 @@ public:
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private:
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static const game::native::dvar_t* player_sustainAmmo;
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static const game::native::dvar_t* jump_slowdownEnable;
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static const game::native::dvar_t* jump_ladderPushVel;
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static const game::native::dvar_t* jump_height;
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static const game::native::dvar_t* pm_bounces;
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@ -16,6 +17,10 @@ private:
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static const game::native::dvar_t* pm_rocketJump;
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static const game::native::dvar_t* pm_elevators;
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static DWORD bounce_addr;
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static DWORD dont_bounce_addr;
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static DWORD push_off_ladder_addr;
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static void pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
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bool is_alternate, int amount, game::native::PlayerHandIndex hand);
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@ -23,6 +28,8 @@ private:
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float value, float min, float max, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_jump_height(const char* dvar_name,
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float value, float min, float max, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_jump_slowdown_enable(const char* dvar_name,
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bool value, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_player_sustain_ammo(const char* dvar_name,
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bool value, unsigned __int16 flags, const char* description);
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@ -48,6 +55,8 @@ private:
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// On SP this is already unlocked
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static void jump_start_stub();
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static void jump_apply_slowdown_stub(game::native::playerState_s* ps);
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static void patch_mp();
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static void patch_sp();
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};
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